Nah, I've got about 1,000 polygons for that cube running the length of an object that's about 500. Here's the object normal's before attached to the curve with motion paths. Followed and Attach to curve. Edit: If you don't believe me, give it a go with a default circle curve and get a cube to follow it.
This one should be easy for you guys. Is this geo okay, or is there some better way of doing it that I'm not seeing? It looks alright when it's smoothed, but my OCD is telling me to get rid of that 5-sided polygon... I feel like I'm missing something really freakin' obvious here.
Hey buddy, glad you're back :) I'm gonna try and do a video this time because I usually spend something like 5-15 minutes modeling something to show you, but 40-50 minutes to write it all up to get my thoughts in there correctly, in order to avoid the norwenglish you'll soon be witness to. When It's done processing on…
woody add more geo! Your results look pretty good but to topology sucks, try to keep all quads, and make sure you have evenly distributed polygons. For the small details I would use a bump or normal map. Look at the wireframe below to get a idea of the poly flow.
Tessellation can be helpful, but it's more recommended not to abuse of polygons. Here's an example of how to avoid propagation of unneeded details: You can see more examples here: http://blog.whiteblaizer.com/2009/03/subdivision-tips-hard-surface-modelling-iv/ It's in spanish, but you can use google translator anyways.
Napoleon X, you need twice as many polygon spans running down the shaft in order to smooth out that shape properly. So if you have 12 sided cylinder, you really need a 24 sided cylinder to be able to maintain the curvature or else you wind up with lumpy potatoes.
^ Initially when blocking out a vehicular biased model, using tri's and ngons are fine in specific regions of the mesh but I'd caution against random placement without I assume, taking into account further likely reedits once subdivisions (smoothing) is applied, namely either maintaining hard edges or testing crease…
Check this out, its not perfect but with some adjustments it could do the work. 1. Make a cylinder with square subdivisions. 2. Chamfer all the verts and weld. 3. Extrude and bevel by polygon all faces. 4. Add supporting edges as you wish. 5. Add turbosmooth. 6. Add bend modifier.
Yeah, that was just me being lazy and not capping the hole - so it looks transparent because you're seeing the back of the inner polygons. :) The only thing I've noticed is that the larger circular holes cut in are not perfectly circular - only way I can think of doing that is manual tweaking, gonna have a go later
thank you man, i got the idea where is should put extra edges for maintain the shape. so, what method you use for start building that "oddshape?" I mean starting with square, spline or anything else? I see, so you do with spline first and than converted into polygon, right?